NordAbility Adjustments: +1 to strength and constitutionRacial Traits: Resistance (cold), War cry (As a move action you can shout, forcing Foes to make a wisdom save against a Difficulty of 10 + the players charisma score. Failure , forces the the foe to be shaken, making their attack rolls for the next 2 rounds to be at a disadvantage. This power effects any foe within 30 feet , in the direction that the Nord faces; This power can be used once per day). Proficiencies: IntimidateFeats: ToughGods: Shor, Tsun, Stuhn, Kyne, Mara, Dibella, Orkey, Alduin , Ysmir, Talos, Herma-Mora.

RedguardAbility Adjustments: +1 Constitution and +1 AgilityRacial Traits: Resistance (Poisons), Adrenaline Rush (once per day the redguard can activate this as a free action. When activated they have Resistance to Fatigue based effects, and gain their level x 2 in hit points, and can Dash unhindered for 6 rounds)Proficiencies: Scimitar, Feat: Martial Adept.Gods: ~

Determine your Birthsign
Next you roll for your character's Birthsign, choose the charge of the warrior, mage or thief, and then rolling a d8 on the appropriate table.

I remember a long time ago, I had a system for changing the system of Mutants and Masterminds, into a Hit Point system. So I sat down and dusted it off and stream lined it for 3rd edition.

Hit PointsFORMULA: 10 + ( (4+STA) x PL)
So a starting PL 6 character, with a Stamina of 2, would have on average 40 hit points)
Any power that increases the players Mass, adds 4 hit points for every rank. Powers that reduce Mass, reduce the players hit points by 4 for every rank.

OPTION: Superior Stamina. For those with super human stamina, generally a rank of 5 or greater. The player still uses the same formula above, but gain a flat bonus of hit points to add to his total.
6 STA is +3 hit points.
7 STA is +6 hit point.
8 STA is +9 Hit points.
9 STA is +12 Hit Points.

Natural Healing: A player recovers 1 Hit point for every 2 hours of rest, maximum of 8 for a full 24 hours rest.Regeneration works by healing 1 hit point over a period of time, based on the ranks in the power. Medicine Skill: Medicine provides a flat heal of 4 hit points. However each degree of success adds another 4 hit points healed. Healing: Powers that heal will use weapon damage rank table listed below for their effectiveness.

The Attack Roll
A critical hit will bypass normal damage resistance, but not impervious damage resistance. Pretty much only the ranks of Impervious apply against the attack. Plus the player may opt to create a rank (Fighting) effect to simulate hitting a vital part of the body. This can be an affliction, Dazzle, or weaken , to name a few.

The Degree's of Success on the attack roll , has an additional effect on top of just damage. 1 degree: +3 damage, Target is dazed until the end of the next turn. 2 degree's: +6 damage, target is staggered and remains until it can be recovered. 3 degree's: +9 damage, target is incapacitated.

DamageArmor provides damage resistance based on its original protection rank. So chain mail armor provides 3 points of damage resistance. Plate-mail provides 6 points of damage resistance. Their is no damage resistance offered by Stamina. Impervious: Each rank of Impervious adds onto the normal damage resistance provided by armor. Melee : Damage Dice + Strength Bonus in damage. Ranged: Damage Dice + Dexterity Bonus in damage.Option: Superior Force: In this option if you gain an additional bonus to damage for every rank above 5. So a Strength or Dexterity of 6, adds 7 hitpoints onto the damage. Penetrating adds its rank onto the damage done.

Power/Spell Damage Ranks
For Simplicity Sake, attacks do 1d6 damage per rank they possess. Reducing this to a d4 is a -1 Limitation , Increasing this to a d8 is a +1 Extra, and increasing this to d10 is a +2 Extra. And a d12 is a +3 Extra.

Last edited by MisterB on Wed Nov 01, 2017 4:50 pm, edited 3 times in total.